House Rules
  1. Vehicles cost 1 Ladder less than book price. (Example: A truck RAW costs Good, it now costs Fair.)
  2. Planes cost 2 Ladder less than book price. (Example: A airplane RAW costs Fantastic, it now costs Great.)
  3. Zeppelins may only be gained via the Headquarters Stunt, however Personal and Prototype Aircraft can modify and enhance it.
  4. Props purchased with Resources are temporary to the scene they are in. Stunts like Personal/Prototype Aircraft, Headquarters/Lair/Stately Pleasure Dome make these props Static.
  5. Villains must pick a type: Short Term (They go away in 6 scenes) or Long Term (Undetermined number of scenes, but must have a Day of Defeat planned).
    1. Villains must pick a skill to be Terrible at.
    2. Villains must pick a skill to be Poor at.
    3. Villains gain an extra Stunt.
    4. Reformed Villains lose a stunt.
    5. Villains must have a profile page on the wikidot.

Academics

  • Weight of Reputation Requires Scholar. For a fate point, you may use your Academics skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Contacting

  • One Of The Natives: "It's amazing how cooperative people will be if you just make the effort to learn their language." +2 languages, +1 to Contacting rolls in any country that speaks a language you speak.

Leadership

Reputation
  • Great Leader When selecting this stunt, the player picks a specific field (Army, Politics, Church, and Peasants are the most common); this stunt is often written with that field incorporated, e.g., Great Leader in Politics. The character is not merely well connected in that community, he is actually a person of great importance within that area; for maximum benefit, this should be paired with an aspect that indicates similar things. In addition to the narrative benefits of such a position, the character may use his Leadership skill in lieu of the Resources skill for anything which might fall under the auspices of members in that field. This stunt may be taken multiple times, each time for a different field.
  • Order the Orders Requires Great Leader. Whenever dealing with members of your chosen field, you put out all the right signals, say all the right things. In such circumstances, you may roll your Leadership at +2, or, alternatively, use your Leadership instead of Rapport, in order to get a favorable reaction.
  • Great Name Requires Great Leader. You're so well known that an awareness of your name has crossed over into other areas as well. The first time you deal with someone who's heard of you (spending a fate point can assure that they have), and you're using your name, you get a +2 bonus to a Rapport or Intimidation roll.
  • Great Reputation Requires Great Name [+1]. Your reputation has reached great proportions, and people are willing to believe all sorts of things about you. For a fate point, you may use your Leadership skill instead of Rapport, Intimidation, Deceit, Leadership, or Resolve, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they do). This stunt combines with the bonus from Great Name, getting the character a +2 to Leadership when using it instead of Rapport or Intimidation.
Magnetism
  • Imposing persona Your charismatic persona is evident to all those around you. When rolling for first impressions, you may use your Leadership skill instead of Rapport.
Leader of men
  • Lead by example You are able to show people "how it´s done" while coordinating their efforts. When leading men, you may complement their efforts with the actual skill being used instead of your Leadership skill.
  • All for one You are part of a small (less than a dozen) group of friends or brothers in arms. When inspiring named characters which share this group membership aspect, you may spend effort from your Inspire roll to allow members of the group to ignore consequences for the duration of a scene. Ignoring a mild consequence costs 2 effort points; a moderate consequence takes 4 effort points and a severe consequence 6 effort points.
Logistics
  • Analytical commander You are able to keep "the big picture" in mind when commanding men, which makes it easy to coordinate many different actions. The number of mook squads or named characters you may command is doubled.

Occult

  • Weight of Reputation Requires Secrets of the Arcane. For a fate point, you may use your Mysteries skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).

Rapport

In pre-modern games, where social status and etiquette is much more important, social graces and etiquette are included in the Rapport skill (hence some people prefer to rename Rapport to Social Graces), offering the following new stunts:

  • Toady Whenever a Toady is dealing with an opponent of higher social station, they receive +2 on Rapport rolls. Also, for the cost of a Fate Point, they can deflect a social combat attack directed at them onto any plausible person of lower station. If that person is present they can defend with Resolve; otherwise the target is Mediocre (0).
  • Courtly Grace You have a talent for gentility, protocol and discourse in the presence of the aristocracy. A true courtier, you receive a +2 bonus during social conflicts conducted in such settings or amongst those who are born to or appreciate them.
  • Style With Style you are always dressed appropriately for the occasion and at the height of fashion. Even when dressed inappropriately, others assume it's intentional — a clever statement or bon mot. So developed is your taste that you can even use clothing as semaphore, using your attire to covertly communicate or to launch social attacks on another character with Style.

Resources

  • Man on the Inside: "Yes, perhaps you should call in the torturer." Requirements: Two other Resources stunts. Similar to Master of Disguise, this allows the player to, once per session, declare that a nearby, minor NPC is "on the payroll", secretly loyal to the character. The NPC's ability and dedication are at the GM's discretion — other characteristics can be determined by the player.

Science

  • Weight of Reputation Requires Scientific Genius or Surgeon [+1]. For a fate point, you may use your Science skill instead of Rapport, Intimidation, Contacting, or Deceit, provided those you are dealing with are aware of your reputation (a second fate point will nearly always assure that they are).
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